- Oct 22, 2015
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Not sure what you mean, I can walk on it regardless of stair threshold in demo right now, because z event notetag seems bugged as written above.The reason your stacked staircase doesn't work without the proper stair threshold is because I have changed how the platform finder works.
If stair thresh is < the character's height, it will find platforms with z < the top of the character's head.
Otherwise it will find platforms with z <= the character's z + stair thresh.
Basically I just reverted to old behavior for small stair threshes to eliminate glitches. Only time you can climb platforms without proper stair thresh anyway is with through on.
You still seem to be able to ignore stair threshold within 0.99 with z events as long as Walk off Edge is on for both players and same as/above events, rest seem fixed though. Boat vehicle seems to be unable to move through water if you set water to passable, only in tileset though.@Parallax Panda
The sides of the slopes are defined the same way as any other tile, with side().
And you don't need to use B+ tiles, A tile slopes can also have elevation, but the cliff side will use the same texture as the side of the slope. If you want it to use a different side texture then it needs to be B+ (or one of the special A tiles which go on an upper layer)
All event platforms are supposed to be walkable, so something like pass(o) isn't needed.
collide(false) will let you walk through events similar to pass(*) and will also turn off platform. platform(false),collide(0) will also behave like pass(*)
And events with collision but not platform will behave similar to pass(x), preventing you from walking over them even if walk off edges is on.
Actually I suppose I could add pass for events as a sort of shorthand so you won't need to remember these interactions. pass(o) turns on platform, pass(x) turns off platform while keeping collision, and pass(*) turns off platform and collision. I think I'll do that.
Thanks, these are some pretty serious bugs.
Fixed airship takeoff and landing
You can now walk on platform events over impassable terrain
Fixed bug that prevented airship from flying over certain events
Platform finding now uses collision height instead of sprite height
Added pass() for events as shorthand for collide and platform
I'm pretty sure that happens when you replace the plugin in files but don't update it in plugins manager with new important settings, just hit refresh or change a setting and back. Also I recommend backing up before doing it, my demo corrupted when I first tried to just change the files.Latest version seems to have broken my project. Reverted back to previous release, back to working.
Game has encountered a bug. Please report it.
TypeError: this.setupParameters is not a function
at Object.setup (mv3d-babylon.js:901:997)
at Function.Graphics._createCanvas (mv3d-babylon.js:901:24574)
at Function.Graphics._createAllElements (rpg_core.js:2336:10)
at Function.Graphics.initialize (rpg_core.js:1769:10)
at Function.SceneManager.initGraphics (rpg_managers.js:1822:14)
at Function.SceneManager.initialize (rpg_managers.js:1811:10)
at Function.SceneManager.run (rpg_managers.js:1802:14)
at Function.SceneManager.run (YEP_CoreEngine.js:1371:32)
at window.onload (main.js:8:18)